Roguelike dungeon generation is ultimately a pacing mechanism -- a well-generated dungeon is one that creates a good rhythm of rising and falling tension when exploring it. Since my setting works on dream logic, I thought it'd be fun to have the player go through the dungeon as it's being generated, rather than afterwards.
This conveniently makes it easier for me to pace the run, since we can decide in the moment where the next paths go.
To that end I've been rewriting the map generation system, moving away from separate algorithms for each area to one very parameterized algorithm and different "chunks" for each area. Eventually I'll have animations for new tiles coming in and old tiles falling out.
